diff --git a/docs/plans/2026-04-11-roadmap.md b/docs/plans/2026-04-11-roadmap.md index 00f3b23..448b9f7 100644 --- a/docs/plans/2026-04-11-roadmap.md +++ b/docs/plans/2026-04-11-roadmap.md @@ -32,6 +32,7 @@ | A.2 | Frustum culling — per-landblock AABB test (Gribb-Hartmann), terrain + static-mesh renderers skip culled landblocks, perf overlay in window title | Visual ✓ | | A.3 | Background net receive thread — dedicated daemon thread buffers UDP into Channel, render thread drains | Visual ✓ | | B.3 | Physics collision engine — TerrainSurface (heightmap Z), CellSurface (indoor floor polygon projection), PhysicsEngine (resolver with step-height + cell transitions). Populated from streaming pipeline. | Tests ✓ | +| B.2 | Player movement mode — Tab-toggled WASD ground walking, walk/run/idle animations, third-person chase camera, MoveToState + AutonomousPosition outbound, portal entry. Outdoor-only MVP. | Live ✓ | Plus polish that doesn't get its own phase number: - FlyCamera default speed lowered + Shift-to-boost @@ -68,7 +69,7 @@ Plus polish that doesn't get its own phase number: **Sub-pieces:** - **✓ SHIPPED — B.1 — Outbound ack pump.** Shipped as Phase 4.9 — per-packet ACK_SEQUENCE, not periodic. Server no longer drops idle clients. -- **B.2 — `PlayerAutonomousMove` outbound.** Wire WASD + camera state (toggle between fly mode and player mode) to an outbound movement message so the server's view of the character matches ours. Requires B.3. +- **✓ SHIPPED — B.2 — Player movement mode.** Tab-toggled WASD ground walking with collision-resolved outdoor terrain, walk/run/idle/turn-right animations, third-person chase camera, outbound MoveToState (0xF61C) + AutonomousPosition (0xF753) server messages, portal entry works. Outdoor→indoor transition disabled for MVP (CellSurface floor polygons too aggressive without portal-based detection). Minor polish remaining: strafe animation, turn-left animation. Spec: `docs/superpowers/specs/2026-04-12-player-movement-design.md`. - **✓ SHIPPED — B.3 — Physics collision engine.** TerrainSurface (heightmap bilinear Z), CellSurface (indoor floor polygon projection via barycentric interpolation), PhysicsEngine (top-level resolver with step-height enforcement, outdoor↔indoor cell transitions, gravity reporting). Populated from streaming pipeline. 16 unit tests with fake data. Spec: `docs/superpowers/specs/2026-04-12-physics-collision-engine-design.md`. - **B.4 — `Use` / `UseWithTarget` / `PickUp`.** Outbound interaction messages. Drives opening doors, looting, talking to vendors. - **B.5 — Chat.** `SendTell`, `SendChat` outbound + receive/display inbound (display side depends on Phase D.1).